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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Thanks. I think then if the plaster section is used on anything, then it will match up nicely with the rammed earth section.
  2. Halfway between the 2 would be good. lol But AO settings should be consistent across the buildings of the set. May need @Stan`'s help or @LordGood
  3. I think that's much better, and I like how you added the water staining from the other section. Anyone else?
  4. I think the rammed earth section in the bottom right should be closer in color to the plaster texture in the upper right. The 3rd super tower could be another special building for them. Perhaps a build limit of 2 or 3 in City Phase, and uncapturable (gotta destroy it).
  5. Honest question: Why bother for Alpha 24 when feature freeze for A25 is in 1 month?
  6. I would say the walkway planks should go perpendicular to the wall, not lengthwise (if a wooden catwalk is even desired). I like the water spouts. Let's hope they aren't disputed by the historians. My only concern with fat walls is that now the turrets have to be 4x fatter than other civs' wall turrets to make them work.
  7. Which ones are your favorite? Which ones are best for rated games?
  8. Perhaps. Luckily though, every past alpha release is still available for anyone and everyone to download and try out if they wish.
  9. Compared to modern games, these really aren't all that "OP" graphics. I'm just using the capabilities already in the engine. The old terrain textures never used the engine's capabilities in any consistent way. EDIT: Combined with some good lighting settings and only using the best assets in the game (the best tree actors, etc.), you start to get a game that looks somewhat modern.
  10. My graphics card: Geforce GTX 1060 Not a very good card. I get 120 fps with that screenshot.
  11. Yeah, it would be very compact, and look like rough concrete with a hint of thin layering. This is a great reference.
  12. Do you think it would be possible/desirable to make the 'New' map selection the default for A25? (returned back to normal for A26)
  13. Not bad. Now, nerf their hack armor to nothing so that they're massacred by melee cav or fast infantry.
  14. I would say that is better than before. Perhaps compare it with a screenshot where it's brighter?
  15. The random spread of arrows can still give you a nice "average" impact against the enemy. Friendly Fire is a complication because of the way it would work in (currently) 0 A.D. It's actually fine as a concept if 0 A.D.'s units behaved differently.
  16. I think the brown color is too saturated. Try desaturating it by 40% or so? Also, @Nescio, should the crenellations be rammed earth as well, or wood?
  17. I was just saying that if you want to adjust the stats of slingers, you should determine first what role you want them to have. Are they anti-archer or anti-infantry or anti-siege or anti-building or a raider or what? Once you know that, you can match up the attack and resistance stats and see how you can achieve that role you have chosen.
  18. I think Friendly Fire in the game as it currently exists is an unnecessary complication. It sort of works for AOE2's catapults because they have "smart" unit AI that doesn't auto-fire into masses of friendly troops. It also works in a Total War game for the same reason, and you also have to manually target your archers almost every time, so that you can choose when and where to take the risk of friendly fire. In 0 A.D., units are currently quite dumb and constantly ZERG at each other like BERSERKERS regardless of consequences.
  19. Any stray projectile will damage an enemy entity, whether a unit or building, as long as it falls into their footprint. Friendly fire is turned off for all (most?) damage though.
  20. Hmm, what role do you want for them? Start with that, young Padawan Designer.
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